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    posted a message on Hero Power Fatigue Druid

    For some reason the website would not let me add the fully updated deck with the ETC cards.

    ETC can vary per your needs, but generally I run Smothering Starfish, Rivendare, Warrider, and The Jailer

    Rivendare and The Jailer honestly feel clunky in this deck, but both are meant to be used as last ditch win conditions if somehow you are about to deck yourself.

     

     

     

    Posted in: Hero Power Fatigue Druid
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    posted a message on Hero Power Fatigue Druid

    @LazyOasis - Still tinkering with different options for tutoring. 


    For a little more deck context:

    Primary Cards
    Dew Process - This is the most important card in the deck. Without this you WILL run out of card draw and be outplayed. I tinkered with adding other "draw" cards, but realized that once you get Dew Process going it fills up your hand too quick and many of the other "draw" cards lose their value or max out your hand size. You WANT to be able to drop 2-3 cards each round which is why I tried keeping the deck cost relatively low.


    Groovy Cat and Free Spirit - Self explanator, these buff your attack and armor gain from your hero power allowing you to trade with your face and build up armor on turns where you have the extra mana.


    Hedge Maze - This deck thrives on deathrattle effects and being able to trigger them on command can give you some lifesaving options. Consider saving at least 1 use on a Hedge Maze for Explosive Sheep to help clear the board.


    Unending Swarm - This lets us revive not only our Hero Power boosting monsters, but our board clearing ones as well such as Doomsayer, Dozing Kelpkeeper (Dormant Unfortunately), and Explosive Sheep. Combined with Hedge Maze you can often times immediately pop Explosive Sheep to not only clear you enemies board but to also empower your hero power further.

    Alternate Win Conditions: Astalor Bloodsworn and Rivendare, Warrider. Given the speed of this deck, Astalor usually ends up being used for board clear, but 14 face damage can put the pressure on a foe facing mounting fatigue damage. Rivendare is unfortunately slow to get out and if your foe removes him or one of his summons before they die the combo is ruined. That said, Rivendare can become a time bomb if you yourself are about to run out of cards. Play him last minute and watch your foe realize that on your next turn you are drawing all 3 of the cards you need to end them. (Can also be used with Anub'Rekhan late game for the potential to drop all 3 horsemen in one turn if you've stockpiled enough armor)


    Anti-Aggro Cards: Doomsayer, Dozing Kelpkeeper, and Explosive Sheep act as early game aggro control until you build up your Hero Power. Late game Masked Reveler and Underking give you some emergency board clear plus additional survival/minion generation.


    Survival Cards: Beetlemancy, Chitinous Plating, Harmonic Mood, and Rake are here to keep you alive. Bettlemancy is often better used for the +12 armor, however sometimes it can be worth it to summon the beetles if you foe has some heavy beaters on the board. Combined with Solar Eclipse however, that is 24 Armor for 7 mana which is huge against decks that rely on multiple smaller minions. Rake is also worth a special mention here as you can also use it on your own minions to pop their deathrattle. That added versatility can be very handy if you don't have a Hedge Maze on the board.


    Tutor Cards: Aquatic Form, Death Blossom Whomper, Masked Reveler, and Planted Evidence all serve to tutor out your Dew Process and Deathrattle cards. Aquatic Form should generally not be used until you have at least 3 mana to nearly ensure the draw effect. Planted Evidence is also useful because it can potentially generate more Dew Process cards. (Be careful with Planted Evidence as if you use its spell to summon any 2 cost or lower monsters they will take up revive space from Unending Swarm.

    Current Thoughts:
    I feel like Death Blossom Whomper can be a hit or miss depending on which Deathrattle he nabs. If it wasn't for his tutor effect the 6 mana cost would make him prohibitive to the speed of this already slow deck.


    On the flipside, Harmonic Mood feels like a potentially swappable card as well, but for its low cost and versatility it feels like it fits well in the deck for early game board clear/survival.


    Dozing Kelpkeeper is another card I'm questioning. It takes up a revive pool for Unending Swarm and if you do revive it, it comes back dormant making it worthless until you can awaken it. For it's cost and early game board clearing though I feel it still adds value to the deck.


    Rivendare, Warrider - Despite having this as an alternate win conditon I find more often than not this just plays too slow and has too many ways for foes to negate its effect. (All it takes is one banish, transform, ect.... on any 1 of the 4 horseman to ruin the effect.) The only time this does not become an issue is on the off chance you pop Hedge Maze and or Death Blossum Whomper copies his deathrattle. Immediately that adds extra cards to your deck while also making it hard for your foe to ruin the combo. Despite all this, I feel like you wouldn't lose much by removing him.

    Astalor Bloodsworn - The only reason I could consider swapping him out is because he takes up a revive spot which can hamper your Attack/Armor gain.

    Potential Additions:
    E.T.C., Band Manager - Sheer flexibility to tech in whichever card helps versus your current foe is really nice (Having had this happen to me..... keeping ETC on hand to spawn Tony, King of Piracy when your foe uses it against you can help alleviate the sheer anger of watching a decked foe turn the tables on  you)
    Photographer Fizzle - Extra cards are never a bad thing in a deck meant to outlast their foe
    Anub'Rekhan - Useful for quickly dropping down you 6 cost minions mana free

    Posted in: Hero Power Fatigue Druid
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    posted a message on Fatigue Druid - Would Like Community Thoughts?

    I had not considered Pozzik, Audio Engineer or Selfish Shellfish. I feel like Pozzik really doesn't get the best mileage unless you manage a clutch play that forces them to destroy a valuable top card.


    Selfish Shellfish on the other hand is a very suitable card for the fatigue druid build. Since you already don't care about letting your foe's draw it just puts them closer to nill and also forces them to use resources to remove the potential 7/7 beater on the board.


    For a little more deck context:

    Primary Cards
    Dew Process - This is the most important card in the deck. Without this you WILL run out of card draw and be outplayed. I tinkered with adding other "draw" cards, but realized that once you get Dew Process going it fills up your hand too quick and many of the other "draw" cards lose their value or max out your hand size. You WANT to be able to drop 2-3 cards each round which is why I tried keeping the deck cost relatively low.


    Groovy Cat and Free Spirit - Self explanator, these buff your attack and armor gain from your hero power allowing you to trade with your face and build up armor on turns where you have the extra mana.


    Hedge Maze - This deck thrives on deathrattle effects and being able to trigger them on command can give you some lifesaving options. Consider saving at least 1 use on a Hedge Maze for Explosive Sheep to help clear the board.


    Unending Swarm - This lets us revive not only our Hero Power boosting monsters, but our board clearing ones as well such as Doomsayer, Dozing Kelpkeeper (Dormant Unfortunately), and Explosive Sheep. Combined with Hedge Maze you can often times immediately pop Explosive Sheep to not only clear you enemies board but to also empower your hero power further.

    Alternate Win Conditions: Astalor Bloodsworn and Rivendare, Warrider. Given the speed of this deck, Astalor usually ends up being used for board clear, but 14 face damage can put the pressure on a foe facing mounting fatigue damage. Rivendare is unfortunately slow to get out and if your foe removes him or one of his summons before they die the combo is ruined. That said, Rivendare can become a time bomb if you yourself are about to run out of cards. Play him last minute and watch your foe realize that on your next turn you are drawing all 3 of the cards you need to end them. (Can also be used with Anub'Rekhan late game for the potential to drop all 3 horsemen in one turn if you've stockpiled enough armor)


    Anti-Aggro Cards: Doomsayer, Dozing Kelpkeeper, and Explosive Sheep act as early game aggro control until you build up your Hero Power. Late game Masked Reveler and Underking give you some emergency board clear plus additional survival/minion generation.


    Survival Cards: Beetlemancy, Chitinous Plating, Harmonic Mood, and Rake are here to keep you alive. Bettlemancy is often better used for the +12 armor, however sometimes it can be worth it to summon the beetles if you foe has some heavy beaters on the board. Combined with Solar Eclipse however, that is 24 Armor for 7 mana which is huge against decks that rely on multiple smaller minions. Rake is also worth a special mention here as you can also use it on your own minions to pop their deathrattle. That added versatility can be very handy if you don't have a Hedge Maze on the board.


    Tutor Cards: Aquatic Form, Death Blossom Whomper, Masked Reveler, and Planted Evidence all serve to tutor out your Dew Process and Deathrattle cards. Aquatic Form should generally not be used until you have at least 3 mana to nearly ensure the draw effect. Planted Evidence is also useful because it can potentially generate more Dew Process cards. (Be careful with Planted Evidence as if you use its spell to summon any 2 cost or lower monsters they will take up revive space from Unending Swarm.

    Current Thoughts:
    I feel like Death Blossom Whomper can be a hit or miss depending on which Deathrattle he nabs. If it wasn't for his tutor effect the 6 mana cost would make him prohibitive to the speed of this already slow deck.


    On the flipside, Harmonic Mood feels like a potentially swappable card as well, but for its low cost and versatility it feels like it fits well in the deck for early game board clear/survival.


    Dozing Kelpkeeper is another card I'm questioning. It takes up a revive pool for Unending Swarm and if you do revive it, it comes back dormant making it worthless until you can awaken it. For it's cost and early game board clearing though I feel it still adds value to the deck.


    Rivendare, Warrider - Despite having this as an alternate win conditon I find more often than not this just plays too slow and has too many ways for foes to negate its effect. (All it takes is one banish, transform, ect.... on any 1 of the 4 horseman to ruin the effect.) The only time this does not become an issue is on the off chance you pop Hedge Maze and or Death Blossum Whomper copies his deathrattle. Immediately that adds extra cards to your deck while also making it hard for your foe to ruin the combo. Despite all this, I feel like you wouldn't lose much by removing him.

    Astalor Bloodsworn - The only reason I could consider swapping him out is because he takes up a revive spot which can hamper your Attack/Armor gain.

    Potential Additions:
    E.T.C., Band Manager - Sheer flexibility to tech in whichever card helps versus your current foe is really nice (Having had this happen to me..... keeping ETC on hand to spawn Tony, King of Piracy when your foe uses it against you can help alleviate the sheer anger of watching a decked foe turn the tables on  you)
    Photographer Fizzle - Extra cards are never a bad thing in a deck meant to outlast their foe
    Anub'Rekhan - Useful for quickly dropping down you 6 cost minions mana free

    Posted in: General Deck Building
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    posted a message on Fatigue Druid - Would Like Community Thoughts?

    So I've been tweaking this around and finding it plays fairly solid against most of the current meta. Admittedly it's biggest flaw is draw speed and if you are not able to pop Dew Process early you tend to run out of steam. Added Rivendare and Astalor as alternative win conditions, but your primary win condition is deck fatigue or going face with your druid. Most of the time though I find myself constantly keeping my enemies board clear and watching them sweat as their hand size constantly hits 10.

    Would love some community input/suggests?

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    Posted in: General Deck Building
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    posted a message on What Happened to only 10 Copies of a Single Card?

    So this happened to me today in BG....

     

    I thought there were only a total of 10 copies of each card? In total I ended up with 13 by the end. I ended up winning with a 14 win streak and this monstrous board.

     

    Is this a bug?

    Posted in: Battlegrounds
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